Ray.Di | A dependency injection framework for PHP | Dependency Injection library
kandi X-RAY | Ray.Di Summary
kandi X-RAY | Ray.Di Summary
There are many advantages to using dependency injection, but doing so manually often leads to a large amount of boilerplate code to be written. Ray.Di is a framework that makes it possible to write code that uses dependency injection without the hassle of writing much of that boilerplate code. Put simply, Ray.Di alleviates the need for factories and the use of new in your PHP code. You will still need to write factories in some cases, but your code will not depend directly on them. Your code will be easier to change, unit test and reuse in other contexts.
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Top functions reviewed by kandi - BETA
- Get constructor name .
- Returns the qualifier .
- Get string name from array
- Get the setter injection for a given instance .
- Write dependency index .
- Get the interceptors .
- Set the name .
- Register the class loader .
- Get dependency provider parameters
- Get factory node
Ray.Di Key Features
Ray.Di Examples and Code Snippets
Community Discussions
Trending Discussions on Ray.Di
QUESTION
I'm trying to make a basic FPS game in Unity and I'm having an issue where the projectiles I shoot won't instantiate in the right place. From what I can tell, the projectile instantiates in roughly the same position relative to the player regardless of where I look (that position being a little to the left of the starting angle of the player).
Here's a 20 second video demonstration of what I'm talking about.
Even when I'm facing the exact opposite direction of where the projectile usually instantiates it still spawns in the same place, which means the projectile ends up spawning behind the player and hitting the player.
I tried using Debug.DrawRay() to see if maybe the firepoint itself is wrong (which would be shown by the ray starting somewhere other than the gun barrel). However it seems like the starting point of the ray is correct every time.
I'm not sure if this is related to the issue above, but I have noticed that the ray direction is wrong if I'm looking a little below the horizon. It seems like the projectile's direction is correct regardless though.
Ray directions when looking slightly above the horizon vs. lower
Here's my code for intantiating/shooting the projectile. I think the most relevant parts are probably shootProjectile() and instantiateProjectile(). This script is attached to the player character.
...ANSWER
Answered 2021-Jun-02 at 15:05To solve one first confusion: The method Debug.DrawRay
takes as paramters
- a start position
- a ray direction(!)
You are passing in another position which is not what you want.
This might only work "accidentally" as long as you stand on 0,0,0
so maybe it wasn't that notable but the debt ray definitely points into a wrong direction.
Rather do e.g.
QUESTION
I am building a game where the player can be controlled using the mouse input, using a click to move logic via a navmesh agent.
In order to let the player jump, I started using a CharacterController as well which should help managing the player. My issue is that I can't figure out where to put the jump logic. All references I found are related using the character controller without the navmesh agent.
I can get rid of the CharacterController if needed, but the NavMeshAgent has to stay.
Here it is a working code which allows to walk. Can you please help me with the jumping logic?
...ANSWER
Answered 2021-Feb-03 at 07:44The jump logic should be inside the Update()
method since we want the height to be calculated every frame.
QUESTION
I am having an issue with my Unity3D project. I am currently working at an isometric game, and I am unable to find a way to calculate the exact distance between the Player Object and the location that I click on.
Here is my code that gets the location of the click and calculates the distance between the Player Object and the clicked location.
...ANSWER
Answered 2021-Mar-03 at 21:34Well your issue is pretty simple:
You are checking the distance between the player position and the ray direction!
Of course this makes absolutely no sense since it basically equals the Camera.main.transform.forward
. If you use a normalized direction like a position it will basically be something around the Unity origin at a distance of 1. While your player could be positioned just anywhere. You want to check the distance between player and hitInfo.point
!
QUESTION
So, the game is to find a difference. When ray hits a collider of hidden object, it is supposed to add a score only of one and reduce a private integer differences value by one. But when the ray hits an object collider it is constantly incrementing/decrementing while the ray is hitting the collider. How can i change that? It is in the following method:
...ANSWER
Answered 2021-Feb-13 at 22:02When you first hit the object, you could remove or disable it's collider component. This should prevent it from being hit by more Raycasts.
On first hit, something like:
QUESTION
This is a practice ASP.NET project I'm using to better understand a few techniques, and while I've got Dependency Injection working, its not working quite as I want it to. I have a class that I want to use to store a history, so every time the user hits a submit button, it displays a result, and after the second time it starts displaying the history. Anyway I added the history to the DI as a scoped service, thinking that would mean it would be created and then remain the same instance for the duration of the session for that user. However according to the debugger it looks like the list never gets bigger than one, and thats at the point of adding the item to the list. So the code.
The object
...ANSWER
Answered 2021-Jan-24 at 21:06I believe “scope” is by default per request which would explain that each submit gets is own service.
“Doing stuff right” is of course to some extend a matter of opinion. But my opinion would clearly be that I would avoid server-side session to avoid problems with scaling to more than one instance. There are also ways to support shared state, but this is difficult. To me singletons are not a code smell either, but they have their own problems.
Your problem might be solved by storing whatever state you need in the browser either in a cookie or localStorage. Your service would then have request scope, but it would read user state from browser causing “user scope” for the data. (But don’t rely on browser state to persist and remember it is modifiable to the user.)
QUESTION
Whenever I am rendering a window for a test raytracer in opengl with the GLFW library for C++ , the window works fine up to a point where if I just hover , not outside of the window , but over its white top handle , whether it is to move the window or minimize it , the window and the whole program just crashes with no error output , even tho I am not using any try-catch block or any noexcept keyword inside the whole program , and I'm using std::shared_ptr
for pointer management.
Here's the main function (variables written in caps that aren't from glfw or opengl are defined in another file , but not initialized):
...ANSWER
Answered 2021-Jan-16 at 10:01I think I sort of tracked down what the problem was, thanks to Retired Ninja in the comment section. I reduced the code to just a few lines, forgetting about the mesh system and all that stuff. Apparently, when I grab the window, the main thread seems to sleep until I am done moving it, and in the ray-trace algorithm I am instantiating new threads, so when the main one sleeps, most of the times it doesn't await (aka "join()") for them, and because I am passing pointers to those threads, those seem to fill up the memory and crash. I have added a system to also sleep the working threads while the main one is doing so and it works like a charm!. Now I gotta see how to do it in cuda XD. Nevertheless , thank you all!
QUESTION
ANSWER
Answered 2021-Jan-07 at 09:12All spheres are white most likely because ClosestSphere.Hit
in GetRayColor
function is always true.
I think the problem is in your IntersectSceneSpheres
function.
In CPU code you return HitAnything
which is defaulted to false. At the same time in the fragment shader you return struct ClosestRecord
that remains uninitialized if nothing was hit.
Explicitly adding ClosestRecord.Hit = HitAnything;
in the end of IntersectSceneSpheres
function should fix it
QUESTION
I'm a newbie here and I'm trying to create a ray tracing program in C and I'm working on the cylinder shape.
So far I've got only half of the cylinder, I'm trying to find a way to get the other half.
I checked with the normals and it doesn't seem to be the problem.
I also tried to change the condition of none intersection but nothing is working.
Here is what I've done so far:
ANSWER
Answered 2021-Jan-06 at 22:15I found my error, and in case someone needs this int the future I'll try to describe it here. So basically, when rendering an infinite cylinder we try to get the closest intersection and we render it. For a finite cylinder that we cut, it doesn't work. If the distance between the intersection and the center of the cylinder is higher than the length of the cylinder, then we do not consider an intersection. Even though there is no intersection at the closest intersection (which is too high), there is one behind it which might be in the range of the height of the cylinder. And this is the intersection that we need to get the other side of our cylinder.
Maybe some pseudo code would help
QUESTION
I'm trying to instantiate a template class inside one of its functions, but for some reason I am unable to do so. It tells gives me the error and points to the beginning of the line, which doesn't make sense.
...ANSWER
Answered 2020-Dec-16 at 06:08One of your parameters is named ray
, so in the function body any references to ray
refer to that parameter, not the class name the function is defined in.
The solution is simple: call your parameter something else.
QUESTION
I have the following JSON scene description:
...ANSWER
Answered 2020-Oct-30 at 21:50Properties of your Sphere class are readonly, you should do them like below ({get;set;}):
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